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Problem with retexturing


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I'm attempting to make a custom holotape retexture to go with one of my mods. My problem is this: after loading the dds file into photoshop, the background is not transparent, but white. This causes a lot of colour bleed along the edges (though I'm seeing it everywhere) which makes it impossible for me to layer the retexture files as I cant make out where the actual edge of different parts are.

 

I've scoured the internet trying to find a solution, and along the way I've seen numerous images from other mods (of the dds file open in photoshop) that show a non-white background; usually black or grey. Also, I've not come across any tutorials online that even mention anything about this specific problem and how to avoid it.

If it's something that I'm doing wrong, then any pointers in the right direction would help!

If I can't fix this, then it looks unlikely that I will be able to complete the retexture, so any help would be gratefully appreciated.

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I have the nvidia plug-in installed so I could import the .dds into photoshop but I'll try the intel tool to see if it makes a difference. The pic above is the HoloTape01_d.dds, the normal and specular .dds also display this colour-bleeding when I zoom in, otherwise I'd have been able to use them to position the various layers that make up my retexture. Might this colour-bleeding have something to do with the way photoshop is set up?

-edit- I noticed that in the channels tab, it's only showing RGB, Red, Green, and Blue, but no Alpha channel. Unfortunately, I had a look at the intel tool but I only have PS CS2, so the Intel tool won't work with the version I have.

Edited by AGreatWeight
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The two different sets of tools are different. Only Intel's tools support compression types for textures used in Fallout 4.

 

I use Photoshop CS2 as well, and am able to make use of intel's tools on a regular basis.

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The two different sets of tools are different. Only Intel's tools support compression types for textures used in Fallout 4.

 

I use Photoshop CS2 as well, and am able to make use of intel's tools on a regular basis.

 

While I think the intent of your comment is correct. The way it is worded is not.

 

Intel's tool isn't the only one to create supported textures for Fallout 4. It is one of the few (I only know of 2 including ITW) that can compress in the *new* texture compression formats. The old texture compression formats work perfectly fine still. So if you didn't have the Intel Texture Works tools you can still use nVidia's or the ones in GIMP to compress in the old formats. However I personally wouldn't do that since the quality loss is horrible.

 

For those who are interested you can download the Intel Texture Works tool free from Intel here https://software.intel.com/en-us/articles/intel-texture-works-plugin

Edited by BigAndFlabby
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@TrickyVein I tried the Intel Texture Tool myself, and no surprises, it doesn't work at all with CS2; can't import .dds into PS. I have no idea how you've managed to get it to work. I'll have to look into getting CS6 I guess if I want to create retextures.

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To limit bleed, many textures are colored a bit beyond what is supposed to be visible on the mesh, that way the compression doesn't create white pixels, especially on mipmaps (which are smaller resolutions of the texture that are displayed when the object isn't loaded at full resolution, for example when it's further from the camera or on lower end rigs).
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